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<td ><a href="../qtdoc/index.html">Qt 5.14</a></td><td ><a href="qtgui-index.html">Qt GUI</a></td><td ><a href="qtgui-module.html">C++ Classes</a></td><td >QOpenGLShader</td></tr></table><table class="buildversion"><tr>
<td id="buildversion" width="100%" align="right"><a href="qtgui-index.html">Qt 5.14.2 Reference Documentation</a></td>
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<h3><a name="toc">Contents</a></h3>
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<li class="level1"><a href="#public-types">Public Types</a></li>
<li class="level1"><a href="#public-functions">Public Functions</a></li>
<li class="level1"><a href="#static-public-members">Static Public Members</a></li>
<li class="level1"><a href="#details">Detailed Description</a></li>
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<h1 class="title">QOpenGLShader Class</h1>
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<p>The QOpenGLShader class allows OpenGL shaders to be compiled. <a href="#details">More...</a></p>
<!-- @@@QOpenGLShader -->
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<tr><td class="memItemLeft rightAlign topAlign"> Header:</td><td class="memItemRight bottomAlign">   <span class="preprocessor">#include &lt;QOpenGLShader&gt;</span>
</td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += gui</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign"> Qt 5.0</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Inherits:</td><td class="memItemRight bottomAlign"> <a href="../qtcore/qobject.html">QObject</a></td></tr></table></div><p>This class was introduced in Qt 5.0.</p>
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<li><a href="qopenglshader-members.html">List of all members, including inherited members</a></li>
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<a name="public-types"></a>
<h2 id="public-types">Public Types</h2>
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<tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#ShaderTypeBit-enum">ShaderType</a></b></td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#ShaderTypeBit-enum">ShaderTypeBit</a></b> { Vertex, Fragment, Geometry, TessellationControl, TessellationEvaluation, Compute }</td></tr>
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<a name="public-functions"></a>
<h2 id="public-functions">Public Functions</h2>
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<tr><td class="memItemLeft rightAlign topAlign"> </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#QOpenGLShader">QOpenGLShader</a></b>(QOpenGLShader::ShaderType <i>type</i>, QObject *<i>parent</i> = nullptr)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#dtor.QOpenGLShader">~QOpenGLShader</a></b>()</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a></b>(const char *<i>source</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#compileSourceCode-1">compileSourceCode</a></b>(const QByteArray &amp;<i>source</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#compileSourceCode-2">compileSourceCode</a></b>(const QString &amp;<i>source</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#compileSourceFile">compileSourceFile</a></b>(const QString &amp;<i>fileName</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#isCompiled">isCompiled</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QString </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#log">log</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> GLuint </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#shaderId">shaderId</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QOpenGLShader::ShaderType </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#shaderType">shaderType</a></b>() const</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> QByteArray </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#sourceCode">sourceCode</a></b>() const</td></tr>
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<a name="static-public-members"></a>
<h2 id="static-public-members">Static Public Members</h2>
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<tr><td class="memItemLeft rightAlign topAlign"> bool </td><td class="memItemRight bottomAlign"><b><a href="qopenglshader.html#hasOpenGLShaders">hasOpenGLShaders</a></b>(QOpenGLShader::ShaderType <i>type</i>, QOpenGLContext *<i>context</i> = nullptr)</td></tr>
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<a name="details"></a>
<!-- $$$QOpenGLShader-description -->
<div class="descr">
<h2 id="details">Detailed Description</h2>
<p>This class supports shaders written in the OpenGL Shading Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).</p>
<p>QOpenGLShader and <a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a> shelter the programmer from the details of compiling and linking vertex and fragment shaders.</p>
</div>
<p><b>See also </b><a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a>.</p>
<!-- @@@QOpenGLShader -->
<div class="types">
<h2>Member Type Documentation</h2>
<!-- $$$ShaderTypeBit$$$Vertex$$$Fragment$$$Geometry$$$TessellationControl$$$TessellationEvaluation$$$Compute -->
<h3 class="flags" id="ShaderTypeBit-enum"><a name="ShaderTypeBit-enum"></a>enum QOpenGLShader::<span class="name">ShaderTypeBit</span><br/>flags QOpenGLShader::<span class="name">ShaderType</span></h3>
<p>This enum specifies the type of <a href="qopenglshader.html">QOpenGLShader</a> that is being created.</p>
<div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><code>QOpenGLShader::Vertex</code></td><td class="topAlign tblval"><code>0x0001</code></td><td class="topAlign">Vertex shader written in the OpenGL Shading Language (GLSL).</td></tr>
<tr><td class="topAlign"><code>QOpenGLShader::Fragment</code></td><td class="topAlign tblval"><code>0x0002</code></td><td class="topAlign">Fragment shader written in the OpenGL Shading Language (GLSL).</td></tr>
<tr><td class="topAlign"><code>QOpenGLShader::Geometry</code></td><td class="topAlign tblval"><code>0x0004</code></td><td class="topAlign">Geometry shaders written in the OpenGL Shading Language (GLSL) (requires OpenGL &gt;= 3.2 or OpenGL ES &gt;= 3.2).</td></tr>
<tr><td class="topAlign"><code>QOpenGLShader::TessellationControl</code></td><td class="topAlign tblval"><code>0x0008</code></td><td class="topAlign">Tessellation control shaders written in the OpenGL shading language (GLSL) (requires OpenGL &gt;= 4.0 or OpenGL ES &gt;= 3.2).</td></tr>
<tr><td class="topAlign"><code>QOpenGLShader::TessellationEvaluation</code></td><td class="topAlign tblval"><code>0x0010</code></td><td class="topAlign">Tessellation evaluation shaders written in the OpenGL shading language (GLSL) (requires OpenGL &gt;= 4.0 or OpenGL ES &gt;= 3.2).</td></tr>
<tr><td class="topAlign"><code>QOpenGLShader::Compute</code></td><td class="topAlign tblval"><code>0x0020</code></td><td class="topAlign">Compute shaders written in the OpenGL shading language (GLSL) (requires OpenGL &gt;= 4.3 or OpenGL ES &gt;= 3.1).</td></tr>
</table></div>
<p>The ShaderType type is a typedef for <a href="../qtcore/qflags.html">QFlags</a>&lt;ShaderTypeBit&gt;. It stores an OR combination of ShaderTypeBit values.</p>
<!-- @@@ShaderTypeBit -->
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<div class="func">
<h2>Member Function Documentation</h2>
<!-- $$$QOpenGLShader[overload1]$$$QOpenGLShaderQOpenGLShader::ShaderTypeQObject* -->
<h3 class="fn" id="QOpenGLShader"><a name="QOpenGLShader"></a>QOpenGLShader::<span class="name">QOpenGLShader</span>(<span class="type"><a href="qopenglshader.html#ShaderTypeBit-enum">QOpenGLShader::ShaderType</a></span> <i>type</i>, <span class="type"><a href="../qtcore/qobject.html#QObject">QObject</a></span> *<i>parent</i> = nullptr)</h3>
<p>Constructs a new QOpenGLShader object of the specified <i>type</i> and attaches it to <i>parent</i>. If shader programs are not supported, <a href="qopenglshaderprogram.html#hasOpenGLShaderPrograms">QOpenGLShaderProgram::hasOpenGLShaderPrograms</a>() will return false.</p>
<p>This constructor is normally followed by a call to <a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>() or <a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<p>The shader will be associated with the current <a href="qopenglcontext.html">QOpenGLContext</a>.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@QOpenGLShader -->
<!-- $$$~QOpenGLShader[overload1]$$$~QOpenGLShader -->
<h3 class="fn" id="dtor.QOpenGLShader"><a name="dtor.QOpenGLShader"></a><code>[virtual] </code>QOpenGLShader::<span class="name">~QOpenGLShader</span>()</h3>
<p>Deletes this shader. If the shader has been attached to a <a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a> object, then the actual shader will stay around until the <a href="qopenglshaderprogram.html">QOpenGLShaderProgram</a> is destroyed.</p>
<!-- @@@~QOpenGLShader -->
<!-- $$$compileSourceCode[overload1]$$$compileSourceCodeconstchar* -->
<h3 class="fn" id="compileSourceCode"><a name="compileSourceCode"></a><span class="type">bool</span> QOpenGLShader::<span class="name">compileSourceCode</span>(const <span class="type">char</span> *<i>source</i>)</h3>
<p>Sets the <i>source</i> code for this shader and compiles it. Returns <code>true</code> if the source was successfully compiled, false otherwise.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@compileSourceCode -->
<!-- $$$compileSourceCode$$$compileSourceCodeconstQByteArray& -->
<h3 class="fn" id="compileSourceCode-1"><a name="compileSourceCode-1"></a><span class="type">bool</span> QOpenGLShader::<span class="name">compileSourceCode</span>(const <span class="type"><a href="../qtcore/qbytearray.html">QByteArray</a></span> &amp;<i>source</i>)</h3>
<p>This is an overloaded function.</p>
<p>Sets the <i>source</i> code for this shader and compiles it. Returns <code>true</code> if the source was successfully compiled, false otherwise.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@compileSourceCode -->
<!-- $$$compileSourceCode$$$compileSourceCodeconstQString& -->
<h3 class="fn" id="compileSourceCode-2"><a name="compileSourceCode-2"></a><span class="type">bool</span> QOpenGLShader::<span class="name">compileSourceCode</span>(const <span class="type"><a href="../qtcore/qstring.html">QString</a></span> &amp;<i>source</i>)</h3>
<p>This is an overloaded function.</p>
<p>Sets the <i>source</i> code for this shader and compiles it. Returns <code>true</code> if the source was successfully compiled, false otherwise.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@compileSourceCode -->
<!-- $$$compileSourceFile[overload1]$$$compileSourceFileconstQString& -->
<h3 class="fn" id="compileSourceFile"><a name="compileSourceFile"></a><span class="type">bool</span> QOpenGLShader::<span class="name">compileSourceFile</span>(const <span class="type"><a href="../qtcore/qstring.html">QString</a></span> &amp;<i>fileName</i>)</h3>
<p>Sets the source code for this shader to the contents of <i>fileName</i> and compiles it. Returns <code>true</code> if the file could be opened and the source compiled, false otherwise.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>().</p>
<!-- @@@compileSourceFile -->
<!-- $$$hasOpenGLShaders[overload1]$$$hasOpenGLShadersQOpenGLShader::ShaderTypeQOpenGLContext* -->
<h3 class="fn" id="hasOpenGLShaders"><a name="hasOpenGLShaders"></a><code>[static] </code><span class="type">bool</span> QOpenGLShader::<span class="name">hasOpenGLShaders</span>(<span class="type"><a href="qopenglshader.html#ShaderTypeBit-enum">QOpenGLShader::ShaderType</a></span> <i>type</i>, <span class="type"><a href="qopenglcontext.html">QOpenGLContext</a></span> *<i>context</i> = nullptr)</h3>
<p>Returns <code>true</code> if shader programs of type <i>type</i> are supported on this system; false otherwise.</p>
<p>The <i>context</i> is used to resolve the GLSL extensions. If <i>context</i> is <code>nullptr</code>, then <a href="qopenglcontext.html#currentContext">QOpenGLContext::currentContext</a>() is used.</p>
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<!-- $$$isCompiled[overload1]$$$isCompiled -->
<h3 class="fn" id="isCompiled"><a name="isCompiled"></a><span class="type">bool</span> QOpenGLShader::<span class="name">isCompiled</span>() const</h3>
<p>Returns <code>true</code> if this shader has been compiled; false otherwise.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@isCompiled -->
<!-- $$$log[overload1]$$$log -->
<h3 class="fn" id="log"><a name="log"></a><span class="type"><a href="../qtcore/qstring.html">QString</a></span> QOpenGLShader::<span class="name">log</span>() const</h3>
<p>Returns the errors and warnings that occurred during the last compile.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>() and <a href="qopenglshader.html#compileSourceFile">compileSourceFile</a>().</p>
<!-- @@@log -->
<!-- $$$shaderId[overload1]$$$shaderId -->
<h3 class="fn" id="shaderId"><a name="shaderId"></a><span class="type">GLuint</span> QOpenGLShader::<span class="name">shaderId</span>() const</h3>
<p>Returns the OpenGL identifier associated with this shader.</p>
<p><b>See also </b><a href="qopenglshaderprogram.html#programId">QOpenGLShaderProgram::programId</a>().</p>
<!-- @@@shaderId -->
<!-- $$$shaderType[overload1]$$$shaderType -->
<h3 class="fn" id="shaderType"><a name="shaderType"></a><span class="type"><a href="qopenglshader.html#ShaderTypeBit-enum">QOpenGLShader::ShaderType</a></span> QOpenGLShader::<span class="name">shaderType</span>() const</h3>
<p>Returns the type of this shader.</p>
<!-- @@@shaderType -->
<!-- $$$sourceCode[overload1]$$$sourceCode -->
<h3 class="fn" id="sourceCode"><a name="sourceCode"></a><span class="type"><a href="../qtcore/qbytearray.html">QByteArray</a></span> QOpenGLShader::<span class="name">sourceCode</span>() const</h3>
<p>Returns the source code for this shader.</p>
<p><b>See also </b><a href="qopenglshader.html#compileSourceCode">compileSourceCode</a>().</p>
<!-- @@@sourceCode -->
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